Flash :: Backface Culling With Molehill
Oct 2, 2011
Using Flash 11 RC1 with the new Molehill API, I would like to enable backface culling. The beta documentation is pretty vague, but the example implies Molehill wants front-facing triangles to wind counter-clockwise, which is pretty normal. But when my polygons wind counter-clockwise, I get the exact opposite behavior - in other words, it's as if contrary to its own examples Molehill expects front-facing triangles to wind clockwise. Since the documentation never explicitly states which winding is correct, I am stumped.
I don't want to just flip all my triangles around until it looks right before I am 100% on what Molehill actually wants, since that has a fair chance of hiding a fundamental misunderstanding. I am using simple perspective projection (a note regarding .transpose() below: because copyRawDataFrom expects data in column-major order, and I hated the way that looked in code, I decided to just enter it row-major and transpose the matrix afterwards
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Oct 27, 2010
Does anyone have any knowledge (preferably with links to make it official) about how/if Flash/Flex culls objects not in view, to stop them getting drawn when not needed? A specific cases: I have an 800x600 panel (a Canvas or Sprite, or other container) containing loads of Sprites representing individual game objects like asteroids or spaceships or missiles or map-tiles. The game world might be 5000x5000 so can I naively position Sprites anywhere in this range and let Flash cull them effectively? Or do I need to manage visibility somehow at a higher level (like manually removing them from the parent) to avoid performance issues?
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Mar 14, 2011
[URL]
1920x1080 @ 60fps == Really exciting stuff!
More sweet demos here:
[URL]
This is all runnig in the Flash Player and uses OpenGL on OS/X and Linux, and DirectX on Windows.
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Mar 22, 2011
Where can I download the Molehill API / library from and what else do I need to get it running?
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Feb 5, 2012
Using the Molehill with Flash I wish to create a vertiex shader, to have one mesh transform into another, I have seen that it is possible with Flare, However I am unsure if that was using Stage3D, Can anyone give me any pointers in the use of shaders in AGAL as to how this might be done.
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Feb 4, 2011
when I move the camera around my scene the rendering at certain points is odd. Triangles become missing and it seems as though its just not working correctly. When you move the camera beside the cube, triangles along the side of the cube go missing. Is there a way I can turn the clipping off? Should I use more triangles? Is it a material/render engine/viewport problem?
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Sep 2, 2011
Turns out, that I need to be able to render something similar to sprites, but having all of the goodness from Molehill.Im new to Away3D and Molehill, and I was wondering how hard (if possible) would be to render a sprite (plain I guess) using Away3D, emulating somehow what Flash does with sprites, bitmaps, and the like
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Nov 2, 2011
Where can I get working engine for Molehill 2D?I checked ND2D and M2D and none of them work on Flash Player 11.Not even the Demos.
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Mar 9, 2012
Flash has bacome a complete stranger to me since I last used it 11 years ago.[code]...
If that Main.swf is some "normal" swf I made, everything is ok. But when it is the Main.swf from here[url]...
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how can i draw a line with adobe molehill. If i was using opengl i would use GL_LINES, but i seems molehill can only draw triangles.
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Mar 18, 2011
I am working on my own Molehill 2D painting classes. I took a look at Ely Greenfield's M2D stuff but I found it a tad overkill for what I am looking for. So I want to do my own. I have been working off of Polygonal's example. You can check out my code here - http:[url]..........Assume I want to paint one entity that is a rectangular bitmap image using two triangles (essentially a quad). Basically I am having a hard time understanding how to translate this:
Code:
bitmapData.copyPixels( sourceBitmapData, sourceRectangle, destinationPt.. );
to this (assuming I am using a x, y, u, v vector pairing):[code]...
Specifically if the source rectangle doesn't contain the same values of the sourceBitmapData.rect. What if I want to paint only a portion of a bitmap onto a quad? Or stretch a portion of the image across a quad.
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May 2, 2011
I've been struggling to write a Phong shader for my Molehill project. The problem is that the light seems to shift or move when the camera rotates. So I've been investigating what could possibly be wrong, by basically comparing my shader with the Phong shader written in GLSL. There's one thing I found that is kind of weird. In GLSL the output position in the vertex shader is ModelViewProjectionMatrix * Vertex, ok that is just fine.
HOWEVER, in Molehill the ModelViewProjectionMatrix has to be transposed so that it will render the vertex correctly to the screen. In GLSL that is not necessary.
How did I find that out? I created the Matrix3D modelViewProjection, I applied the ModelView to that matrix and then the Projection matrix. I tried to give the vertex shader that matrix and it displayed nothing until I transposed the modelViewProjection.
In GLSL this is not necessary, I could just say output.position = projection * modelview * vertex and it would be displayed correctly, I don't need to do transpose(projection * modelview * vertex).
So.. I'm wondering if there's something that I am not seeing here or is this a special part of Molehill that we just have to follow? Or could it be a bug in Molehill? I will create a new post tonight with my Phong shader and hope that someone sees what I may be doing wrong. But this is confusing me a lot at the moment and would like to know why the matrix has to be transposed.
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Jun 8, 2010
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Sep 2, 2009
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Jan 16, 2012
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Sep 17, 2011
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[Code]....
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May 21, 2009
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Jan 29, 2010
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Dec 8, 2009
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Jan 22, 2010
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